Sheep
Importing the class
If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at the top of the file.
import crafttweaker.api.entity.type.animal.Sheep;
Extends
Sheep extends Animal
.
Implements
Sheep
implements the following interfaces:
Shearable
,Targeting
,Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces
EquipmentUser
,Leashable
,Attackable
,ILivingEntityExtension
,SyncedDataHolder
,ScoreHolder
,IEntityExtension
,INBTSerializable<CompoundTag>
,IShearable
Members
// Sheep.absorptionAmount as floatmySheep.absorptionAmount
Return Type:
float
Returns: The absorption amount.
// Sheep.absorptionAmount() as float;mySheep.absorptionAmount();
Return Type:
float
// Sheep.acceptsFailure as boolmySheep.acceptsFailure
Return Type:
bool
Returns: True if the commands from this source should return failure messages, false otherwise.
// Sheep.acceptsFailure() as bool;mySheep.acceptsFailure();
Return Type:
bool
// Sheep.acceptsSuccess as boolmySheep.acceptsSuccess
Return Type:
bool
Returns: True if the commands from this source should return successful messages, false otherwise.
// Sheep.acceptsSuccess() as bool;mySheep.acceptsSuccess();
Return Type:
bool
Returns: The active effects.
mySheep.activeEffects();
Return Type:
Collection<MobEffectInstance>
mySheep.activeEffectsMap
Return Type:
MobEffectInstance[MobEffect]
Returns: The active effects map.
mySheep.activeEffectsMap();
Return Type:
MobEffectInstance[MobEffect]
Returns: True if the effect was added, false otherwise.
mySheep.addEffect(myMobEffectInstance);
Parameters:
Return Type:
bool
Returns: True if the effect was added, false otherwise.
mySheep.addEffect(myMobEffectInstance, myEntity);
Parameters:
Return Type:
bool
Returns: true if the tag was added.
// Sheep.addTag(tagName as string) as bool;mySheep.addTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to add.
Return Type:
bool
// Sheep.aggressive as boolmySheep.aggressive
Return Type:
bool
// Sheep.aggressive = (value as bool);mySheep.aggressive = myBool;
Parameters:
value: bool
Type: bool
- Whether the mob should be aggressive. // Sheep.airSupply as intmySheep.airSupply
Return Type:
int
Returns: The current air supply of the entity.
// Sheep.airSupply() as int;mySheep.airSupply();
Return Type:
int
// Sheep.alwaysAccepts as boolmySheep.alwaysAccepts
Return Type:
bool
Returns: True if the command source always accepts, false otherwise.
// Sheep.alwaysAccepts() as bool;mySheep.alwaysAccepts();
Return Type:
bool
// Sheep.ambientSoundInterval as intmySheep.ambientSoundInterval
Return Type:
int
This is a value from 0 to 1 that represents the percentage of the entity's body that is covered by armor.
// Sheep.armorCoverPercentage as floatmySheep.armorCoverPercentage
Return Type:
float
This is a value from 0 to 1 that represents the percentage of the entity's body that is covered by armor.
Returns: The armor cover percentage.
// Sheep.armorCoverPercentage() as float;mySheep.armorCoverPercentage();
Return Type:
float
// Sheep.armorValue as intmySheep.armorValue
Return Type:
int
Returns: The armor value.
// Sheep.armorValue() as int;mySheep.armorValue();
Return Type:
int
// Sheep.arrowCount as intmySheep.arrowCount
Return Type:
int
Returns: The arrow count.
// Sheep.arrowCount() as int;mySheep.arrowCount();
Return Type:
int
This is used by sheep when they eat grass to regrow their wool / grow up.
// Sheep.ate();mySheep.ate();
// Sheep.attackable as boolmySheep.attackable
Return Type:
bool
Returns: True if the entity is attackable, false otherwise.
// Sheep.attackable() as bool;mySheep.attackable();
Return Type:
bool
// Sheep.baby = (value as bool);mySheep.baby = myBool;
Parameters:
value: bool
Type: bool
- Whether the mob should be a baby. // Sheep.bbHeight as floatmySheep.bbHeight
Return Type:
float
Returns: The height of the bounding box of the entity.
// Sheep.bbHeight() as float;mySheep.bbHeight();
Return Type:
float
// Sheep.bbWidth as floatmySheep.bbWidth
Return Type:
float
Returns: The width of the bounding box of the entity.
// Sheep.bbWidth() as float;mySheep.bbWidth();
Return Type:
float
// Sheep.blockX as intmySheep.blockX
Return Type:
int
Returns: The x coordinate of the entity.
// Sheep.blockX() as int;mySheep.blockX();
Return Type:
int
// Sheep.blockY as intmySheep.blockY
Return Type:
int
Returns: The y coordinate of the entity.
// Sheep.blockY() as int;mySheep.blockY();
Return Type:
int
// Sheep.blockZ as intmySheep.blockZ
Return Type:
int
Returns: The z coordinate of the entity.
// Sheep.blockZ() as int;mySheep.blockZ();
Return Type:
int
Returns: True if this entity can attack the target, false otherwise.
mySheep.canAttack(myLivingEntity);
Parameters:
Return Type:
bool
Returns: True if this entity can be affected by the effect, false otherwise.
mySheep.canBeAffected(myMobEffectInstance);
Parameters:
effectInstance: MobEffectInstance
Type: MobEffectInstance
- The effect to check if this entity can be affected by.
Return Type:
bool
// Sheep.canBeCollidedWith as boolmySheep.canBeCollidedWith
Return Type:
bool
Returns: true if the entity can be collided with.
// Sheep.canBeCollidedWith() as bool;mySheep.canBeCollidedWith();
Return Type:
bool
Returns: Whether the mob can be leashed.
// Sheep.canBeLeashed() as bool;mySheep.canBeLeashed();
Return Type:
bool
// Sheep.canBeSeenAsEnemy as boolmySheep.canBeSeenAsEnemy
Return Type:
bool
Returns: True if this entity can be seen as an enemy, false otherwise.
// Sheep.canBeSeenAsEnemy() as bool;mySheep.canBeSeenAsEnemy();
Return Type:
bool
// Sheep.canBeSeenByAnyone as boolmySheep.canBeSeenByAnyone
Return Type:
bool
Returns: True if this entity can be seen by anyone, false otherwise.
// Sheep.canBeSeenByAnyone() as bool;mySheep.canBeSeenByAnyone();
Return Type:
bool
// Sheep.canBreatheUnderwater as boolmySheep.canBreatheUnderwater
Return Type:
bool
Returns: True if the entity can breathe underwater, false otherwise.
// Sheep.canBreatheUnderwater() as bool;mySheep.canBreatheUnderwater();
Return Type:
bool
Returns: true if the entity can collide with the given entity.
mySheep.canCollideWith(myEntity);
Return Type:
bool
// Sheep.canFAllInLove as boolmySheep.canFAllInLove
Return Type:
bool
Returns: Whether the mob can fire the weapon.
mySheep.canFireProjectileWeapon(myProjectileWeaponItem);
Parameters:
Return Type:
bool
// Sheep.canFreeze as boolmySheep.canFreeze
Return Type:
bool
Returns: Whether the entity can freeze.
// Sheep.canFreeze() as bool;mySheep.canFreeze();
Return Type:
bool
// Sheep.canPickUpLoot as boolmySheep.canPickUpLoot
Return Type:
bool
// Sheep.canPickUpLoot = (value as bool);mySheep.canPickUpLoot = myBool;
Parameters:
value: bool
Type: bool
- Whether the mob can pick up loot. Returns: Whether the mob can replace the item.
mySheep.canReplaceEqualItem(myItemStack, myItemStack);
Parameters:
Return Type:
bool
level
.Returns: Whether the mob can spawn in the given level.
mySheep.checkSpawnObstruction(myLevelReader);
Parameters:
Return Type:
bool
level
with the given MobSpawnType
.Returns: Whether the mob can spawn in the given level.
mySheep.checkSpawnRules(myLevelAccessor, myMobSpawnType);
Parameters:
Return Type:
bool
// Sheep.clearFire();mySheep.clearFire();
// Sheep.clearRestriction();mySheep.clearRestriction();
// Sheep.clearSleepingPos();mySheep.clearSleepingPos();
Returns: true if the entity is closer than the given distance to the other entity.
mySheep.closerThan(myEntity, myDouble);
Parameters:
Return Type:
bool
net.minecraft.world.entity.item.ItemEntity
s who's item is in the dampens_vibrations item tag.// Sheep.dampensVibrations as boolmySheep.dampensVibrations
Return Type:
bool
net.minecraft.world.entity.item.ItemEntity
s who's item is in the dampens_vibrations item tag.Returns: true if the entity dampens vibrations.
// Sheep.dampensVibrations() as bool;mySheep.dampensVibrations();
Return Type:
bool
mySheep.die(myDamageSource);
Parameters:
// Sheep.dimensionChangingDelay as intmySheep.dimensionChangingDelay
Return Type:
int
Returns: The dimension changing delay of the entity.
// Sheep.dimensionChangingDelay() as int;mySheep.dimensionChangingDelay();
Return Type:
int
// Sheep.discard();mySheep.discard();
// Sheep.dismountsUnderwater as boolmySheep.dismountsUnderwater
Return Type:
bool
Returns: true if the entity dismounts underwater.
// Sheep.dismountsUnderwater() as bool;mySheep.dismountsUnderwater();
Return Type:
bool
Returns: The squared distance to the given position.
// Sheep.distanceToSqr(x as double, y as double, z as double) as double;mySheep.distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to get the squared distance to. y: double
Type: double
- The y position to get the squared distance to. z: double
Type: double
- The z position to get the squared distance to.
Return Type:
double
// Sheep.dropLeash(broadcastPacket as bool, dropLeash as bool);mySheep.dropLeash(myBool, myBool);
Parameters:
broadcastPacket: bool
Type: bool
- Whether to broadcast a packet to the client. dropLeash: bool
Type: bool
- Whether to drop the leash item. Returns: The item that the entity ate.
mySheep.eat(myLevel, myItemStack);
Parameters:
Return Type:
ItemStack
// Sheep.ejectPassengers();mySheep.ejectPassengers();
// Sheep.eyeHeight as floatmySheep.eyeHeight
Return Type:
float
Returns: The eye height of the entity.
// Sheep.eyeHeight() as float;mySheep.eyeHeight();
Return Type:
float
// Sheep.eyeY as doublemySheep.eyeY
Return Type:
double
Returns: The y coordinate of the entity's eyes.
// Sheep.eyeY() as double;mySheep.eyeY();
Return Type:
double
// Sheep.fallFlyingTicks as intmySheep.fallFlyingTicks
Return Type:
int
Returns: The ticks that the entity has been flying with an elytra.
// Sheep.fallFlyingTicks() as int;mySheep.fallFlyingTicks();
Return Type:
int
// Sheep.finalizeSpawnChildFromBreeding(level as ServerLevel, otherParent as Animal, child as AgeableMob);mySheep.finalizeSpawnChildFromBreeding(myServerLevel, myAnimal, myAgeableMob);
Parameters:
// Sheep.fireImmune as boolmySheep.fireImmune
Return Type:
bool
Returns: true if the entity is fire immune.
// Sheep.fireImmune() as bool;mySheep.fireImmune();
Return Type:
bool
// Sheep.fireTicks as intmySheep.fireTicks
Return Type:
int
// Sheep.fireTicks = (ticks as int);mySheep.fireTicks = myInt;
Parameters:
ticks: int
Type: int
- The number of ticks to set the remaining fire ticks to. // Sheep.fireTicks(ticks as int);mySheep.fireTicks(myInt);
Parameters:
ticks: int
Type: int
- The number of ticks to set the remaining fire ticks to. Returns: The remaining fire ticks of the entity.
// Sheep.fireTicks() as int;mySheep.fireTicks();
Return Type:
int
// Sheep.fluidJumpThreshold as doublemySheep.fluidJumpThreshold
Return Type:
double
Returns: The fluid jump threshold of the entity.
// Sheep.fluidJumpThreshold() as double;mySheep.fluidJumpThreshold();
Return Type:
double
mySheep.forceAddEffect(myMobEffectInstance, myEntity);
Parameters:
effectInstance: MobEffectInstance
Type: MobEffectInstance
- The effect to force this entity to have. mySheep.getAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
T
mySheep.getAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
T
Returns: The attribute.
mySheep.getAttribute(myAttribute);
Return Type:
AttributeInstance
Returns: The base attribute value.
mySheep.getAttributeBaseValue(myAttribute);
Return Type:
double
MobEffectInstance
for the given effect on this entity.Returns: The effect instance.
mySheep.getEffect(myMobEffect);
Return Type:
MobEffectInstance
Returns: The angle scale of the sheep's head when it is eating.
// Sheep.getHeadEatAngleScale(partialTick as float) as float;mySheep.getHeadEatAngleScale(myFloat);
Parameters:
partialTick: float
Type: float
- The partial tick value.
Return Type:
float
Returns: The scale of the sheep's head when it is eating.
// Sheep.getHeadEatPositionScale(partialTick as float) as float;mySheep.getHeadEatPositionScale(myFloat);
Parameters:
partialTick: float
Type: float
- The partial tick value.
Return Type:
float
Returns: The item in the slot.
mySheep.getItemBySlot(myEquipmentSlot);
Parameters:
Return Type:
ItemStack
Returns: The item in the hand.
mySheep.getItemInHand(myInteractionHand);
Parameters:
Return Type:
ItemStack
// Sheep.getRestrictRadius as floatmySheep.getRestrictRadius
Return Type:
float
Returns: The swim amount.
// Sheep.getSwimAmount(partialTicks as float) as float;mySheep.getSwimAmount(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the swim amount for.
Return Type:
float
Returns: The visibility percent.
mySheep.getVisibilityPercent(myEntity);
Return Type:
double
Returns: The x coordinate of the entity.
// Sheep.getX(scale as double) as double;mySheep.getX(myDouble);
Parameters:
scale: double
Type: double
- The scale to get the x coordinate of the entity.
Return Type:
double
Returns: The y coordinate of the entity.
// Sheep.getY(scale as double) as double;mySheep.getY(myDouble);
Parameters:
scale: double
Type: double
- The scale to get the y coordinate of the entity.
Return Type:
double
Returns: The z coordinate of the entity.
// Sheep.getZ(scale as double) as double;mySheep.getZ(myDouble);
Parameters:
scale: double
Type: double
- The scale to get the z coordinate of the entity.
Return Type:
double
mySheep.hasAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
bool
mySheep.hasAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
bool
// Sheep.hasCustomName as boolmySheep.hasCustomName
Return Type:
bool
// Sheep.hasCustomName as boolmySheep.hasCustomName
Return Type:
bool
Returns: true if the entity has a custom name.
// Sheep.hasCustomName() as bool;mySheep.hasCustomName();
Return Type:
bool
// Sheep.hasCustomName() as bool;mySheep.hasCustomName();
Return Type:
bool
// Sheep.hasExactlyOnePlayerPassenger as boolmySheep.hasExactlyOnePlayerPassenger
Return Type:
bool
Returns: true if the entity has exactly one player passenger.
// Sheep.hasExactlyOnePlayerPassenger() as bool;mySheep.hasExactlyOnePlayerPassenger();
Return Type:
bool
// Sheep.hasGlowingTag as boolmySheep.hasGlowingTag
Return Type:
bool
Returns: true if the entity is currently glowing.
// Sheep.hasGlowingTag() as bool;mySheep.hasGlowingTag();
Return Type:
bool
Returns: True if the entity has an item in the slot, false otherwise.
mySheep.hasItemInSlot(myEquipmentSlot);
Parameters:
Return Type:
bool
Returns: True if the entity has a line of sight to the entity, false otherwise.
mySheep.hasLineOfSight(myEntity);
Return Type:
bool
Returns: true if the entity has a passenger that matches the predicate.
mySheep.hasPassenger(myPredicate);
Parameters:
Return Type:
bool
// Sheep.hasRestriction as boolmySheep.hasRestriction
Return Type:
bool
// Sheep.heal(amount as float);mySheep.heal(myFloat);
Parameters:
amount: float
Type: float
- The amount to heal. // Sheep.health as floatmySheep.health
Return Type:
float
Returns: The health of this entity.
// Sheep.health() as float;mySheep.health();
Return Type:
float
DamageSource
and amount.Returns: true if the entity was hurt.
mySheep.hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
- The amount of damage to deal.
Return Type:
bool
// Sheep.id as intmySheep.id
Return Type:
int
Returns: The ID of the entity.
// Sheep.id() as int;mySheep.id();
Return Type:
int
BlockState
that this entity is currently inside.// Sheep.inBlockState as BlockStatemySheep.inBlockState
Return Type:
BlockState
BlockState
that this entity is currently inside.Returns: The block state that this entity is currently inside
mySheep.inBlockState();
Return Type:
BlockState
// Sheep.inLoveTime as intmySheep.inLoveTime
Return Type:
int
// Sheep.inLoveTime = (inLove as int);mySheep.inLoveTime = myInt;
Parameters:
inLove: int
Type: int
- The time in ticks this Animal has been in love. // Sheep.isAffectedByPotions as boolmySheep.isAffectedByPotions
Return Type:
bool
Returns: True if the entity is affected by potions, false otherwise.
// Sheep.isAffectedByPotions() as bool;mySheep.isAffectedByPotions();
Return Type:
bool
// Sheep.isAlive as boolmySheep.isAlive
Return Type:
bool
Returns: true if the entity is alive.
// Sheep.isAlive() as bool;mySheep.isAlive();
Return Type:
bool
// Sheep.isAlwaysTicking as boolmySheep.isAlwaysTicking
Return Type:
bool
Returns: true if the entity is always ticking.
// Sheep.isAlwaysTicking() as bool;mySheep.isAlwaysTicking();
Return Type:
bool
// Sheep.isAttackable as boolmySheep.isAttackable
Return Type:
bool
Returns: true if the entity is attackable.
// Sheep.isAttackable() as bool;mySheep.isAttackable();
Return Type:
bool
// Sheep.isAutoSpinAttack as boolmySheep.isAutoSpinAttack
Return Type:
bool
Returns: True if the entity is performing an auto spin attack, false otherwise.
// Sheep.isAutoSpinAttack() as bool;mySheep.isAutoSpinAttack();
Return Type:
bool
// Sheep.isBaby as boolmySheep.isBaby
Return Type:
bool
Returns: True if the entity is a baby, false otherwise.
// Sheep.isBaby() as bool;mySheep.isBaby();
Return Type:
bool
// Sheep.isBlocking as boolmySheep.isBlocking
Return Type:
bool
Returns: True if the entity is blocking, false otherwise.
// Sheep.isBlocking() as bool;mySheep.isBlocking();
Return Type:
bool
BlockState
at the given BlockPos
.Returns: true if the entity is colliding with the block.
mySheep.isColliding(myBlockPos, myBlockState);
Parameters:
Return Type:
bool
// Sheep.isCrouching as boolmySheep.isCrouching
Return Type:
bool
Returns: true if the entity is crouching.
// Sheep.isCrouching() as bool;mySheep.isCrouching();
Return Type:
bool
// Sheep.isCurrentlyGlowing as boolmySheep.isCurrentlyGlowing
Return Type:
bool
// Sheep.isCurrentlyGlowing as boolmySheep.isCurrentlyGlowing
Return Type:
bool
Returns: True if the entity is currently glowing, false otherwise.
// Sheep.isCurrentlyGlowing() as bool;mySheep.isCurrentlyGlowing();
Return Type:
bool
Returns: true if the entity is currently glowing.
// Sheep.isCurrentlyGlowing() as bool;mySheep.isCurrentlyGlowing();
Return Type:
bool
// Sheep.isCustomNameVisible as boolmySheep.isCustomNameVisible
Return Type:
bool
Returns: true if the custom name is visible.
// Sheep.isCustomNameVisible() as bool;mySheep.isCustomNameVisible();
Return Type:
bool
Returns: True if the entity can block the damage source, false otherwise.
mySheep.isDamageSourceBlocked(myDamageSource);
Parameters:
Return Type:
bool
// Sheep.isDeadOrDying as boolmySheep.isDeadOrDying
Return Type:
bool
Returns: True if this entity is dead or dying, false otherwise.
// Sheep.isDeadOrDying() as bool;mySheep.isDeadOrDying();
Return Type:
bool
// Sheep.isDescending as boolmySheep.isDescending
Return Type:
bool
Returns: true if the entity is descending.
// Sheep.isDescending() as bool;mySheep.isDescending();
Return Type:
bool
// Sheep.isDiscrete as boolmySheep.isDiscrete
Return Type:
bool
Returns: true if the entity is being discrete.
// Sheep.isDiscrete() as bool;mySheep.isDiscrete();
Return Type:
bool
// Sheep.isFallFlying as boolmySheep.isFallFlying
Return Type:
bool
Returns: True if the entity is flying with an elytra, false otherwise.
// Sheep.isFallFlying() as bool;mySheep.isFallFlying();
Return Type:
bool
Returns: true if the entity is free to move in the given position.
// Sheep.isFree(x as double, y as double, z as double) as bool;mySheep.isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to check. y: double
Type: double
- The y position to check. z: double
Type: double
- The z position to check.
Return Type:
bool
// Sheep.isFullyFrozen as boolmySheep.isFullyFrozen
Return Type:
bool
Returns: true if the entity is fully frozen.
// Sheep.isFullyFrozen() as bool;mySheep.isFullyFrozen();
Return Type:
bool
Returns: True if the entity is holding the item, false otherwise.
mySheep.isHolding(myItem);
Parameters:
Return Type:
bool
Returns: True if the entity is holding the item, false otherwise.
mySheep.isHolding(myPredicate);
Parameters:
Return Type:
bool
// Sheep.isInLava as boolmySheep.isInLava
Return Type:
bool
Returns: true if the entity is in lava.
// Sheep.isInLava() as bool;mySheep.isInLava();
Return Type:
bool
// Sheep.isInLove as boolmySheep.isInLove
Return Type:
bool
// Sheep.isInvertedHealAndHarm as boolmySheep.isInvertedHealAndHarm
Return Type:
bool
Returns: True if this entity is inverted for heal and harm, false otherwise.
// Sheep.isInvertedHealAndHarm() as bool;mySheep.isInvertedHealAndHarm();
Return Type:
bool
// Sheep.isInvisible as boolmySheep.isInvisible
Return Type:
bool
Returns: true if the entity is invisible.
// Sheep.isInvisible() as bool;mySheep.isInvisible();
Return Type:
bool
// Sheep.isInvulnerable as boolmySheep.isInvulnerable
Return Type:
bool
Returns: true if the entity is invulnerable.
// Sheep.isInvulnerable() as bool;mySheep.isInvulnerable();
Return Type:
bool
DamageSource
.Returns: true if the entity is invulnerable to the damage source.
mySheep.isInvulnerableTo(myDamageSource);
Parameters:
Return Type:
bool
// Sheep.isInWall as boolmySheep.isInWall
Return Type:
bool
Returns: true if the entity is in a wall.
// Sheep.isInWall() as bool;mySheep.isInWall();
Return Type:
bool
// Sheep.isInWater as boolmySheep.isInWater
Return Type:
bool
Returns: true if the entity is in water.
// Sheep.isInWater() as bool;mySheep.isInWater();
Return Type:
bool
// Sheep.isInWaterOrBubble as boolmySheep.isInWaterOrBubble
Return Type:
bool
Returns: true if the entity is in water or a bubble column.
// Sheep.isInWaterOrBubble() as bool;mySheep.isInWaterOrBubble();
Return Type:
bool
// Sheep.isInWaterOrRain as boolmySheep.isInWaterOrRain
Return Type:
bool
Returns: true if the entity is in water or rain.
// Sheep.isInWaterOrRain() as bool;mySheep.isInWaterOrRain();
Return Type:
bool
// Sheep.isInWaterRainOrBubble as boolmySheep.isInWaterRainOrBubble
Return Type:
bool
Returns: true if the entity is in water or rain or a bubble column.
// Sheep.isInWaterRainOrBubble() as bool;mySheep.isInWaterRainOrBubble();
Return Type:
bool
Returns: Whether the mob's maximum group size is reached.
// Sheep.isMaxGroupSizeReached(size as int) as bool;mySheep.isMaxGroupSizeReached(myInt);
Parameters:
size: int
Type: int
- The size to check.
Return Type:
bool
// Sheep.isNoGravity as boolmySheep.isNoGravity
Return Type:
bool
Returns: true if the entity has no gravity.
// Sheep.isNoGravity() as bool;mySheep.isNoGravity();
Return Type:
bool
// Sheep.isOnFire as boolmySheep.isOnFire
Return Type:
bool
Returns: true if the entity is on fire.
// Sheep.isOnFire() as bool;mySheep.isOnFire();
Return Type:
bool
// Sheep.isOnPortalCooldown as boolmySheep.isOnPortalCooldown
Return Type:
bool
Returns: true if the entity is on portal cooldown.
// Sheep.isOnPortalCooldown() as bool;mySheep.isOnPortalCooldown();
Return Type:
bool
// Sheep.isPassenger as boolmySheep.isPassenger
Return Type:
bool
Returns: true if the entity is a passenger.
// Sheep.isPassenger() as bool;mySheep.isPassenger();
Return Type:
bool
Returns: true if the entity is a passenger of the same vehicle.
mySheep.isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// Sheep.isPersistenceRequired as boolmySheep.isPersistenceRequired
Return Type:
bool
// Sheep.isPickable as boolmySheep.isPickable
Return Type:
bool
Returns: true if the entity is pickable.
// Sheep.isPickable() as bool;mySheep.isPickable();
Return Type:
bool
// Sheep.isPushable as boolmySheep.isPushable
Return Type:
bool
Returns: true if the entity is pushable.
// Sheep.isPushable() as bool;mySheep.isPushable();
Return Type:
bool
// Sheep.isPushedByFluid as boolmySheep.isPushedByFluid
Return Type:
bool
Returns: true if the entity is pushed by fluid.
// Sheep.isPushedByFluid() as bool;mySheep.isPushedByFluid();
Return Type:
bool
// Sheep.isRemoved as boolmySheep.isRemoved
Return Type:
bool
Returns: Whether the entity has been removed.
// Sheep.isRemoved() as bool;mySheep.isRemoved();
Return Type:
bool
// Sheep.isSensitiveToWater as boolmySheep.isSensitiveToWater
Return Type:
bool
Returns: True if the entity is sensitive to water, false otherwise.
// Sheep.isSensitiveToWater() as bool;mySheep.isSensitiveToWater();
Return Type:
bool
// Sheep.isShiftKeyDown as boolmySheep.isShiftKeyDown
Return Type:
bool
Returns: true if the shift key is down.
// Sheep.isShiftKeyDown() as bool;mySheep.isShiftKeyDown();
Return Type:
bool
// Sheep.isSilent as boolmySheep.isSilent
Return Type:
bool
Returns: true if the entity is silent.
// Sheep.isSilent() as bool;mySheep.isSilent();
Return Type:
bool
// Sheep.isSleeping as boolmySheep.isSleeping
Return Type:
bool
Returns: True if the entity is sleeping, false otherwise.
// Sheep.isSleeping() as bool;mySheep.isSleeping();
Return Type:
bool
// Sheep.isSpectator as boolmySheep.isSpectator
Return Type:
bool
Returns: true if the entity is a spectator.
// Sheep.isSpectator() as bool;mySheep.isSpectator();
Return Type:
bool
// Sheep.isSprinting as boolmySheep.isSprinting
Return Type:
bool
Returns: true if the entity is sprinting.
// Sheep.isSprinting() as bool;mySheep.isSprinting();
Return Type:
bool
// Sheep.isSteppingCarefully as boolmySheep.isSteppingCarefully
Return Type:
bool
Returns: true if the entity is stepping carefully.
// Sheep.isSteppingCarefully() as bool;mySheep.isSteppingCarefully();
Return Type:
bool
// Sheep.isSuppressingBounce as boolmySheep.isSuppressingBounce
Return Type:
bool
Returns: true if the entity is suppressing bounce.
// Sheep.isSuppressingBounce() as bool;mySheep.isSuppressingBounce();
Return Type:
bool
// Sheep.isSuppressingSlidingDownLadder as boolmySheep.isSuppressingSlidingDownLadder
Return Type:
bool
Returns: True if the entity is suppressing sliding down a ladder, false otherwise.
// Sheep.isSuppressingSlidingDownLadder() as bool;mySheep.isSuppressingSlidingDownLadder();
Return Type:
bool
// Sheep.isSwimming as boolmySheep.isSwimming
Return Type:
bool
Returns: true if the entity is swimming.
// Sheep.isSwimming() as bool;mySheep.isSwimming();
Return Type:
bool
// Sheep.isUnderWater as boolmySheep.isUnderWater
Return Type:
bool
Returns: true if the entity is underwater.
// Sheep.isUnderWater() as bool;mySheep.isUnderWater();
Return Type:
bool
// Sheep.isUsingItem as boolmySheep.isUsingItem
Return Type:
bool
Returns: True if the entity is using an item, false otherwise.
// Sheep.isUsingItem() as bool;mySheep.isUsingItem();
Return Type:
bool
// Sheep.isVehicle as boolmySheep.isVehicle
Return Type:
bool
Returns: true if the entity is a vehicle.
// Sheep.isVehicle() as bool;mySheep.isVehicle();
Return Type:
bool
// Sheep.isVisuallyCrawling as boolmySheep.isVisuallyCrawling
Return Type:
bool
Returns: true if the entity is visually crawling.
// Sheep.isVisuallyCrawling() as bool;mySheep.isVisuallyCrawling();
Return Type:
bool
// Sheep.isVisuallySwimming as boolmySheep.isVisuallySwimming
Return Type:
bool
// Sheep.isVisuallySwimming as boolmySheep.isVisuallySwimming
Return Type:
bool
Returns: True if the entity is visually swimming, false otherwise.
// Sheep.isVisuallySwimming() as bool;mySheep.isVisuallySwimming();
Return Type:
bool
Returns: true if the entity is visually swimming.
// Sheep.isVisuallySwimming() as bool;mySheep.isVisuallySwimming();
Return Type:
bool
LivingEntity
.Returns: Whether the mob is within melee attack range of the given entity.
mySheep.isWithinMeleeAttackRange(myLivingEntity);
Parameters:
Return Type:
bool
// Sheep.isWithinRestriction as boolmySheep.isWithinRestriction
Return Type:
bool
// Sheep.jumpBoostPower as doublemySheep.jumpBoostPower
Return Type:
double
Returns: The jump boost power.
// Sheep.jumpBoostPower() as double;mySheep.jumpBoostPower();
Return Type:
double
// Sheep.kill();mySheep.kill();
// Sheep.killCredit as LivingEntitymySheep.killCredit
Return Type:
LivingEntity
Returns: The kill credit.
mySheep.killCredit();
Return Type:
LivingEntity
// Sheep.knockback(x as double, y as double, z as double);mySheep.knockback(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x coordinate to knock back to. y: double
Type: double
- The y coordinate to knock back to. z: double
Type: double
- The z coordinate to knock back to. // Sheep.lastDamageSource as DamageSourcemySheep.lastDamageSource
Return Type:
DamageSource
Returns: The last damage source.
mySheep.lastDamageSource();
Return Type:
DamageSource
// Sheep.lastHurtByMob as LivingEntitymySheep.lastHurtByMob
Return Type:
LivingEntity
Returns: The last entity that hurt this entity.
mySheep.lastHurtByMob();
Return Type:
LivingEntity
// Sheep.lastHurtByMobTimestamp as intmySheep.lastHurtByMobTimestamp
Return Type:
int
Returns: The timestamp when this entity was last hurt by a mob.
// Sheep.lastHurtByMobTimestamp() as int;mySheep.lastHurtByMobTimestamp();
Return Type:
int
// Sheep.lastHurtMob as LivingEntitymySheep.lastHurtMob
Return Type:
LivingEntity
Returns: The last entity that this entity hurt.
mySheep.lastHurtMob();
Return Type:
LivingEntity
// Sheep.lastHurtMobTimestamp as intmySheep.lastHurtMobTimestamp
Return Type:
int
Returns: The timestamp when this entity last hurt a mob.
// Sheep.lastHurtMobTimestamp() as int;mySheep.lastHurtMobTimestamp();
Return Type:
int
// Sheep.lavaHurt();mySheep.lavaHurt();
// Sheep.leashed as boolmySheep.leashed
Return Type:
bool
// Sheep.leftHanded as boolmySheep.leftHanded
Return Type:
bool
// Sheep.leftHanded = (value as bool);mySheep.leftHanded = myBool;
Parameters:
value: bool
Type: bool
- Whether the mob should be left-handed. mySheep.lookAt(myEntity, myFloat, myFloat);
// Sheep.lootTable as ResourceLocationmySheep.lootTable
Return Type:
ResourceLocation
Returns: The loot table.
mySheep.lootTable();
Return Type:
ResourceLocation
// Sheep.lootTableSeed as longmySheep.lootTableSeed
Return Type:
long
ServerPlayer
that caused this Animal to fall in love.// Sheep.loveCause as ServerPlayermySheep.loveCause
Return Type:
ServerPlayer
// Sheep.mainArm as HumanoidArmmySheep.mainArm
Return Type:
HumanoidArm
Returns: The main arm.
mySheep.mainArm();
Return Type:
HumanoidArm
// Sheep.maxAirSupply as intmySheep.maxAirSupply
Return Type:
int
Returns: The maximum air supply of the entity.
// Sheep.maxAirSupply() as int;mySheep.maxAirSupply();
Return Type:
int
// Sheep.maxFallDistance as intmySheep.maxFallDistance
Return Type:
int
Returns: The maximum fall distance of the entity.
// Sheep.maxFallDistance() as int;mySheep.maxFallDistance();
Return Type:
int
// Sheep.maxHeadRotSpeed as intmySheep.maxHeadRotSpeed
Return Type:
int
// Sheep.maxHeadXRot as intmySheep.maxHeadXRot
Return Type:
int
// Sheep.maxHeadYRot as intmySheep.maxHeadYRot
Return Type:
int
// Sheep.maxHealth as floatmySheep.maxHealth
Return Type:
float
Returns: The maximum health.
// Sheep.maxHealth() as float;mySheep.maxHealth();
Return Type:
float
// Sheep.maxSpawnClusterSize as intmySheep.maxSpawnClusterSize
Return Type:
int
mySheep.moveRelative(myFloat, myVec3);
// Sheep.moveTo(x as double, y as double, z as double);mySheep.moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to move the entity to. y: double
Type: double
- The y position to move the entity to. z: double
Type: double
- The z position to move the entity to. mySheep.moveTo(myBlockPos, myFloat, myFloat);
// Sheep.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);mySheep.moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);
Parameters:
x: double
Type: double
- The x position to move the entity to. y: double
Type: double
- The y position to move the entity to. z: double
Type: double
- The z position to move the entity to. yaw: float
Type: float
- The yaw to move the entity to. pitch: float
Type: float
- The pitch to move the entity to. // Sheep.noActionTime as intmySheep.noActionTime
Return Type:
int
Returns: The time since this entity last performed an action.
// Sheep.noActionTime() as int;mySheep.noActionTime();
Return Type:
int
// Sheep.noAi as boolmySheep.noAi
Return Type:
bool
// Sheep.noAi = (value as bool);mySheep.noAi = myBool;
Parameters:
value: bool
Type: bool
- Whether the mob should have AI disabled. // Sheep.onGround as boolmySheep.onGround
Return Type:
bool
// Sheep.percentFrozen as floatmySheep.percentFrozen
Return Type:
float
Returns: The percent the entity is frozen.
// Sheep.percentFrozen() as float;mySheep.percentFrozen();
Return Type:
float
// Sheep.pistonPushReaction as PushReactionmySheep.pistonPushReaction
Return Type:
PushReaction
Returns: The piston push reaction of the entity.
mySheep.pistonPushReaction();
Return Type:
PushReaction
// Sheep.playAmbientSound();mySheep.playAmbientSound();
mySheep.playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
- The volume of the sound. pitch: float
Type: float
- The pitch of the sound. // Sheep.random as RandomSourcemySheep.random
Return Type:
RandomSource
Returns: The random source for the entity.
mySheep.random();
Return Type:
RandomSource
// Sheep.readyForShearing as boolmySheep.readyForShearing
Return Type:
bool
// Sheep.registryName as ResourceLocationmySheep.registryName
Return Type:
ResourceLocation
Returns: The registry name of the entity.
mySheep.registryName();
Return Type:
ResourceLocation
// Sheep.releaseUsingItem();mySheep.releaseUsingItem();
Returns: True if all effects were removed, false otherwise.
// Sheep.removeAllEffects() as bool;mySheep.removeAllEffects();
Return Type:
bool
Returns: The removed effect.
mySheep.removeEffectNoUpdate(myMobEffect);
Return Type:
MobEffectInstance
Returns: true if the tag was removed.
// Sheep.removeTag(tagName as string) as bool;mySheep.removeTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to remove.
Return Type:
bool
// Sheep.removeVehicle();mySheep.removeVehicle();
// Sheep.resetLove();mySheep.resetLove();
mySheep.restrictTo(myBlockPos, myInt);
// Sheep.scale as floatmySheep.scale
Return Type:
float
Returns: The scale of the entity.
// Sheep.scale() as float;mySheep.scale();
Return Type:
float
// Sheep.setAbsorptionAmount(absorption as float);mySheep.setAbsorptionAmount(myFloat);
Parameters:
absorption: float
Type: float
- The absorption amount to set. // Sheep.setAirSupply(air as int);mySheep.setAirSupply(myInt);
Parameters:
air: int
Type: int
- The new air supply of the entity. // Sheep.setArrowCount(count as int);mySheep.setArrowCount(myInt);
Parameters:
count: int
Type: int
- The number of arrows to set. mySheep.setAttachmentData<T>(myAttachmentType, myT);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
data: T
Type: T
Return Type:
T?
mySheep.setAttachmentData<T>(mySupplier, myT);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
data: T
Type: T
Return Type:
T?
// Sheep.setCustomNameVisible(visible as bool);mySheep.setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
- true if the custom name should be visible. // Sheep.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);mySheep.setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
- The x delta movement to set. yDelta: double
Type: double
- The y delta movement to set. zDelta: double
Type: double
- The z delta movement to set. // Sheep.setDiscardFriction(discardFriction as bool);mySheep.setDiscardFriction(myBool);
Parameters:
discardFriction: bool
Type: bool
- True if this entity should discard friction, false otherwise. EquipmentSlot
.mySheep.setDropChance(myEquipmentSlot, myFloat);
Parameters:
chance: float
Type: float
- The chance to drop the item. // Sheep.setGlowingTag(glowing as bool);mySheep.setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
- true if the entity should be glowing. EquipmentSlot
should always drop when it is killed.mySheep.setGuaranteedDrop(myEquipmentSlot);
Parameters:
// Sheep.setHealth(health as float);mySheep.setHealth(myFloat);
Parameters:
health: float
Type: float
- The health to set. // Sheep.setInvisible(invisible as bool);mySheep.setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
- true if the entity should be invisible. // Sheep.setInvulnerable(invulnerable as bool);mySheep.setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
- true if the entity should be invulnerable. // Sheep.setIsInPowderSnow(inPowderSnow as bool);mySheep.setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
- Whether the entity is in powder snow. mySheep.setItemInHand(myInteractionHand, myItemStack);
Parameters:
mySheep.setItemSlot(myEquipmentSlot, myItemStack);
Parameters:
// Sheep.setJumping(jumping as bool);mySheep.setJumping(myBool);
Parameters:
jumping: bool
Type: bool
- True if the entity should jump, false otherwise. mySheep.setLastHurtByMob(myLivingEntity);
Parameters:
mySheep.setLeashedTo(myEntity, myBool);
// Sheep.setNoActionTime(idleTime as int);mySheep.setNoActionTime(myInt);
Parameters:
idleTime: int
Type: int
- The time since this entity last performed an action. // Sheep.setNoGravity(noGravity as bool);mySheep.setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
- The no gravity state to set the entity to. // Sheep.setOldPosAndRot();mySheep.setOldPosAndRot();
// Sheep.setOnGround(onGround as bool);mySheep.setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
- The on ground state to set the entity to. // Sheep.setPersistenceRequired();mySheep.setPersistenceRequired();
// Sheep.setPortalCooldown();mySheep.setPortalCooldown();
// Sheep.setPos(x as double, y as double, z as double);mySheep.setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to set the entity to. y: double
Type: double
- The y position to set the entity to. z: double
Type: double
- The z position to set the entity to. // Sheep.setPosRaw(x as double, y as double, z as double);mySheep.setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x coordinate to set the position to. y: double
Type: double
- The y coordinate to set the position to. z: double
Type: double
- The z coordinate to set the position to. mySheep.setRemoved(myRemovalReason);
Parameters:
// Sheep.setShiftKeyDown(keyDown as bool);mySheep.setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
- true if the shift key is down. // Sheep.setSilent(silent as bool);mySheep.setSilent(myBool);
Parameters:
silent: bool
Type: bool
- The silent state to set the entity to. // Sheep.setSpeed(speed as float);mySheep.setSpeed(myFloat);
Parameters:
speed: float
Type: float
- The movement speed to set. // Sheep.setSprinting(sprinting as bool);mySheep.setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
- true if the entity should be sprinting. // Sheep.setStingerCount(count as int);mySheep.setStingerCount(myInt);
Parameters:
count: int
Type: int
- The number of stingers to set. // Sheep.setSwimming(swimming as bool);mySheep.setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
- true if the entity should be swimming. // Sheep.setTicksFrozen(ticks as int);mySheep.setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
- The new number of ticks the entity has been frozen. mySheep.shear(mySoundSource);
Parameters:
// Sheep.sheared as boolmySheep.sheared
Return Type:
bool
// Sheep.sheared = (sheared as bool);mySheep.sheared = myBool;
Parameters:
sheared: bool
Type: bool
- True if the sheep is sheared, false otherwise. // Sheep.shouldBeSaved as boolmySheep.shouldBeSaved
Return Type:
bool
Returns: true if the entity should be saved.
// Sheep.shouldBeSaved() as bool;mySheep.shouldBeSaved();
Return Type:
bool
// Sheep.shouldDiscardFriction as boolmySheep.shouldDiscardFriction
Return Type:
bool
Returns: True if this entity should discard friction, false otherwise.
// Sheep.shouldDiscardFriction() as bool;mySheep.shouldDiscardFriction();
Return Type:
bool
// Sheep.shouldInformAdmins as boolmySheep.shouldInformAdmins
Return Type:
bool
Returns: True if the commands from this source should inform admins, false otherwise.
// Sheep.shouldInformAdmins() as bool;mySheep.shouldInformAdmins();
Return Type:
bool
// Sheep.shouldShowName as boolmySheep.shouldShowName
Return Type:
bool
Returns: true if the entity should show its name.
// Sheep.shouldShowName() as bool;mySheep.shouldShowName();
Return Type:
bool
// Sheep.showVehicleHealth as boolmySheep.showVehicleHealth
Return Type:
bool
Returns: true if the entity should show vehicle health.
// Sheep.showVehicleHealth() as bool;mySheep.showVehicleHealth();
Return Type:
bool
SoundSource
of the entity.// Sheep.soundSource as SoundSourcemySheep.soundSource
Return Type:
SoundSource
SoundSource
of the entity.Returns: The sound source of the entity.
mySheep.soundSource();
Return Type:
SoundSource
mySheep.spawnChildFromBreeding(myServerLevel, myAnimal);
Parameters:
// Sheep.speed as floatmySheep.speed
Return Type:
float
Returns: The movement speed of the entity.
// Sheep.speed() as float;mySheep.speed();
Return Type:
float
Returns: true if the entity started riding.
mySheep.startRiding(myEntity, myBool);
Parameters:
Return Type:
bool
mySheep.startUsingItem(myInteractionHand);
Parameters:
// Sheep.stingerCount as intmySheep.stingerCount
Return Type:
int
Returns: The stinger count.
// Sheep.stingerCount() as int;mySheep.stingerCount();
Return Type:
int
// Sheep.stopRiding();mySheep.stopRiding();
// Sheep.stopSleeping();mySheep.stopSleeping();
// Sheep.stopUsingItem();mySheep.stopUsingItem();
// Sheep.stringUUID as stringmySheep.stringUUID
Return Type:
string
Returns: The UUID of the entity as a string.
// Sheep.stringUUID() as string;mySheep.stringUUID();
Return Type:
string
mySheep.swing(myInteractionHand);
Parameters:
mySheep.swing(myInteractionHand, myBool);
Parameters:
updateSelf: bool
Type: bool
- Whether to update the entity's self. These tags are arbitrary strings that can be attached to an entity. A single entity is limited to 1024.
// Sheep.tags as Set<string>mySheep.tags
Return Type:
Set<string>
These tags are arbitrary strings that can be attached to an entity. A single entity is limited to 1024.
Returns: The tags of the entity.
// Sheep.tags() as Set<string>;mySheep.tags();
Return Type:
Set<string>
// Sheep.target as LivingEntitymySheep.target
Return Type:
LivingEntity
mySheep.target = myLivingEntity;
Parameters:
// Sheep.teamColor as intmySheep.teamColor
Return Type:
int
Returns: The team color of the entity.
// Sheep.teamColor() as int;mySheep.teamColor();
Return Type:
int
// Sheep.teleportTo(x as double, y as double, z as double);mySheep.teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x coordinate to teleport to. y: double
Type: double
- The y coordinate to teleport to. z: double
Type: double
- The z coordinate to teleport to. // Sheep.ticksFrozen as intmySheep.ticksFrozen
Return Type:
int
Returns: The number of ticks the entity has been frozen.
// Sheep.ticksFrozen() as int;mySheep.ticksFrozen();
Return Type:
int
// Sheep.ticksRequiredToFreeze as intmySheep.ticksRequiredToFreeze
Return Type:
int
Returns: The number of ticks required to freeze the entity.
// Sheep.ticksRequiredToFreeze() as int;mySheep.ticksRequiredToFreeze();
Return Type:
int
// Sheep.ticksUsingItem as intmySheep.ticksUsingItem
Return Type:
int
Returns: The ticks that the entity has been using an item.
// Sheep.ticksUsingItem() as int;mySheep.ticksUsingItem();
Return Type:
int
// Sheep.turn(yaw as double, pitch as double);mySheep.turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
- The yaw to turn the entity to. pitch: double
Type: double
- The pitch to turn the entity to. EntityType
of the entity.Returns: The EntityType
of the entity.
mySheep.type();
Return Type:
EntityType<Entity>
// Sheep.unRide();mySheep.unRide();
// Sheep.usedItemHand as InteractionHandmySheep.usedItemHand
Return Type:
InteractionHand
Returns: The hand that the entity is using an item with.
mySheep.usedItemHand();
Return Type:
InteractionHand
// Sheep.useItemRemainingTicks as intmySheep.useItemRemainingTicks
Return Type:
int
Returns: The remaining ticks for the item that the entity is using.
// Sheep.useItemRemainingTicks() as int;mySheep.useItemRemainingTicks();
Return Type:
int
// Sheep.uuid as UUIDmySheep.uuid
Return Type:
UUID
Returns: The UUID of the entity.
// Sheep.uuid() as UUID;mySheep.uuid();
Return Type:
UUID
// Sheep.voicePitch as floatmySheep.voicePitch
Return Type:
float
Returns: The voice pitch.
// Sheep.voicePitch() as float;mySheep.voicePitch();
Return Type:
float
// Sheep.x as doublemySheep.x
Return Type:
double
Returns: The x coordinate of the entity.
// Sheep.x() as double;mySheep.x();
Return Type:
double
// Sheep.y as doublemySheep.y
Return Type:
double
Returns: The y coordinate of the entity.
// Sheep.y() as double;mySheep.y();
Return Type:
double
// Sheep.z as doublemySheep.z
Return Type:
double
Returns: The z coordinate of the entity.
// Sheep.z() as double;mySheep.z();
Return Type:
double